Doran's Plotnotes

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Doran
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Doran's Plotnotes

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ItemEarnedTotal
Review (Varied Pathways) 20 (4.500+ words) 20
Review (Have You Buried Anyone Alive Lately?) 35 (9.000+ words) 55

Last edited by Doran on Wed Mar 02, 2022 8:03 am, edited 110 times in total. word count: 9673

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Re: Doran's Plotnotes

Licentiate in Alchemy

Completed in Ymiden 720.
  • Minimum of 50* pieces of Knowledge in the relevant topic. ✓
  • Minimum of 3 seasons of further study in Rynmere/Scalvoris/Viden. ✓
  • Moderated thread with a Prophet.
  • Teaching of at least three classes to lower-level students. ✓
  • Outline of a Thesis on topic. ✓

Study/Research Thread 1 (Cylus 720): Halbjorn
Study/Research Thread 2 (Cylus 720): Phase One
Study/Research Thread 3 (Cylus 720): Blood of a Lotharro, Part 4
Study/Research Thread 4 (Ashan 720): A Vial of Hope
Study/Research Thread 5 (Ashan 720): Against the Cold
Study/Research Thread 6 (Ymiden 720): Blood of an Ellune I
Study/Research Thread 7 (Ymiden 720): Blood of an Ellune II
Study/Research Thread 8 (Ymiden 720): Blood of an Ellune III
Study/Research Thread 9 (Ymiden 720): Blood of an Ellune IV
Thesis Outline Thread 1 (Ymiden 720): Thesis I
Thesis Outline Thread 2 (Ymiden 720): Thesis II

Teaching Thread 1 (Cylus 720): Alchemical Accidents
Teaching Thread 2 (Ashan 720): A Guest Lecture
Teaching Thread 3 (Ymiden 720): Scalvoris Sand

Modded Thread (Saun 720): Doran's Licentiate

Topic of Thesis: Racial Blood Magic





Preliminary work for the Lotharro potion: Conducted while Doran was still doing his Charter.

Blood of a Lotharro, Part 1
Blood of a Lotharro, Part 2
Blood of a Lotharro, Part 3
Clarity



Dean of an Institute: One position per Institute (for a total of 6 positions).
  • Minimum of one Licentiate in the relevant subject of the Institute (condition can be lowered depending on desirable qualities).
  • Must be at least competent in Leadership (or related) ✓
  • Must be at least master in Research. ✓
  • Must be at least expert in Teaching. ✓

Last edited by Doran on Fri Feb 05, 2021 8:12 pm, edited 7 times in total. word count: 279

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Charter in Chemistry

Started in Vhalar 720.
  • Minimum of 40* pieces of Knowledge in the relevant topic. ✓
  • Minimum of 3 seasons of further study in Rynmere/Scalvoris/Viden.
  • Teaching of at least 1 class to lower-level students.
  • Moderated thread with a Prophet.
Chancellor of the Academy

Minimum qualifications:
  • Licentiate
  • additional Charter in any subject
Last edited by Doran on Fri Jan 08, 2021 9:47 am, edited 4 times in total. word count: 55

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Re: Doran's Plotnotes

Racial Blood Magic:
On the Use of Racial Blood in Alchemy

A Thesis By

Doran Thetys

  1. Introduction: In this section, the author talks about how he aims to prove how the traits of different races can be replicated with alchemy and create a new branch of Blood Magic.
  2. State of Research: This section deals with the existing literature and the state of research and appraises it. There is a lot of literature on alchemy in general, but none on the use of racial blood in alchemy as this is something completely new, something that has never been attempted before.
  3. Research Questions and Research Goal: The aim of this research is to prove that racial blood has a use in alchemy and that the traits of different races can be replicated and put into a potion. The author also lists a number of questions that he intends to answer over the course of his thesis.
  4. Definitions: Here the author deals with the definitions of alchemy and Blood Magic and explains how those sciences work. He also proposes a defintion and explanation of the new field of Racial Blood Magic.
  5. Methodology: This section contains a description of the methods that were used as well as the protocols that were followed when it comes to animal tests and clinical trials.
  6. Lotharro and Ellune: This section contains a description of the Lotharro and Ellune race as well as their abilities that the author of this thesis aims to replicate with alchemy as Lotharro and Ellune are the main focus of this work.
  7. Racial Blood Magic: This chapter contains information on the experiments that were conducted with Lotharro and Ellune blood as well as their (successful) results. The author created an andrenaline and endurance potion based on Lotharro blood that can be used to treat anaphylaxis and heart conditions and a potion that temporarily gives the drinker an Ellune's resistance to cold, among other things. He also proves that the blood of an individual of mixed-blood is just as effective as that of a full-blooded Ellune, for example, provided that they have inherited the resistance to cold from their Ellune parent.
  8. Conclusion: In this section the author concludes that racial blood can be used in alchemy and that the traits of different races can be replicated and put into potions which leads to the creation of the new field of Racial Blood Magic.
  9. Outlook: Here, the author mentions future research projects such as potions based on the blood of races other than Lotharro and Ellune.
  10. Bibliography: This chapter contains approximately a dozen pages worth of titles of books, essays and newspaper articles.
  11. Documents: This section of the thesis contains research protocols, contracts and information given to the volunteers that took part in the clinical trials, interviews, various permissions etc.


Last edited by Doran on Tue Jul 07, 2020 7:44 am, edited 1 time in total. word count: 467

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Re: Doran's Plotnotes

Education Ledger

Date/ThreadLocationSubjectDescriptionLevel
Ymiden 720: Academy RegistryVidenChemistrySigned UpDiploma
Ymiden 720: MaterialsVidenChemistryStudy Thread 1Diploma
Saun 720: SandspecksVidenChemistryStudy Thread 2Diploma
Ymiden 720: The Central ScienceVidenChemistryTeaching Thread 1Diploma
...............
Vhalar 720: Academy RegistryVidenChemistrySigned UpCharter
Vhalar 720: Salamander AcidVidenChemistryStudy Thread 1Charter
Zida 720: The First StormVidenChemistryStudy Thread 2Charter
Vhalar 720: DensityVidenChemistryTeaching ThreadCharter
...............
Last edited by Doran on Fri Feb 05, 2021 8:11 pm, edited 4 times in total. word count: 48

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Re: Doran's Plotnotes

Character Wiki Update

Technologies and Discoveries

Name: Racial Blood Magic

Invented By: Doran

Brief Description: Doran invented a way to replicate the innate abilities of the different races of Idalos with alchemy and thus a new branch of alchemy. He can put a Lotharro's endurance or an Ellune's resistance to cold into a potion, for example. He used his alchemy capstone "Racial Blood Magic" for his creations.

Availability of Information: Primarily in Viden. In this thread one of the Deans of the Academy of Viden mentioned the possibility of making Doran's invention available to the Academy of Viden's sister campuses. The Order of the Adunih in Scalvoris might also know as Doran donated Lotharro endurance potions to it.

Thread of Invention: Doran's Licentiate: This is the modded thread for Doran's Licentiate where he discussed his thesis and his finished invention with the Deans of the Academy of Viden.

Threads Leading to Invention:
Blood of a Lotharro, Part 1
Blood of a Lotharro, Part 2
Blood of a Lotharro, Part 3
Clarity
Halbjorn
Phase One
Blood of a Lotharro, Part 4
A Vial of Hope
Against the Cold
Blood of an Ellune I
Blood of an Ellune II
Blood of an Ellune III
Blood of an Ellune IV

Threads Involving the Spread of Info:

A Vial of Hope: In this thread Doran makes a donation constituting of Lotharro potions to the Order of the Adunih in Scalvoris.
Doran's Licentiate: In this thread one of the Deans of the Academy of Viden mentioned the possibility of making Doran's inventions available to the Academy of Viden's sister campuses.
Doran also mentioned his invention to other PCs, such as Yeva and Faith.

Last edited by Doran on Thu Jul 08, 2021 6:08 am, edited 1 time in total. word count: 287

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Re: Doran's Plotnotes

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Name: Doran Thetys
Gender: Male
Race: Mortalborn (of Ziell)
Date of Birth: Ashan 25, Arc 322

Profession: Dean of the Instiute of Sciences in Viden

Marks:
Favored: Daianya, Ezere, Sojourn, Xypha
Adored: -
Exalted: Nalos

Partner: ~

Factions Joined: Iceforged

Languages Spoken:
Fluent: Common, Scalveen
Conversational: Ancient Language, Vahanic
Broken: Common Sign, Ith'ession, Rakahi

Faceclaim: Dimitris Alexandrou
word count: 79

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Re: Doran's Plotnotes

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Domains:

Change
Physical Change Control
As the Mortalborn of Change, Doran can cause, reverse, speed up, slow down or otherwise alter any kind of physical change.

Examples of physical changes are cooling and heating, up to the point that the object that Doran uses his ability on simply melts and turns into a liquid, changes of density, volume or durability, or even sublimation.

Physical changes are changes that affect the form of a chemical substance, but not its composition, and they are, at least usually, reversible.

While Doran can affect any kind of object regardless of its chemical composition with this ability, he cannot use it on living beings.

Furthermore, he can only use it once a trial without side effects. Heavy overuse of this ability for a single trial may lead to harmful effects that include headaches, fatigue and, in the most extreme of cases, even fracturing.

Changes to smaller objects are usually instantaneous while it takes some time for Doran to affect larger objects. Using this ability on objects that are more than half of his volume or mass requires Doran's full concentration.

(Approval/Replacement)
Darkness
Light Thief
By activating this ability the Mortalborn can steal the light from any source, and store it within himself so that he can see clearly in the middle of the night, if he so wishes. The duration of this ability depends on the strength of the source that the Mortalborn stole from. Side effects include headaches and, if the ability is used for longer amounts of time his eyesight will be affected. He might have visual hallucinations and see flashes of light even after turning his ability off for example.
Insight
Window to the Past
By touching a person’s skin the Mortalborn can access their recent memories. Prolonged contact allows him to look further into the person’s past. Those with skill in Meditation may be able to defend themselves. Using this ability more than once or twice per trial leaves the Mortalborn with severe headaches. Furthermore, looking into somebody's past can have scarring effects on his psyche.


MB Approval: here.

Special Knowledge: Mortalborn: Doran has acquired the ability to sense other mortalborn when they use mortalborn abilities. (Approval.)
Mortal Parent:
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Mortalborn Story:
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word count: 3292

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Re: Doran's Plotnotes



Nalos

Favored

Optimism: The character is granted an extra three skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology or Teaching. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Flow of Morale: The Blessed is able to bring a brief surge of hopeful resolve to those around him. Within 10 feet, this lasts for eight bits; to 20 feet, it lasts for five bits; to 30 feet it lasts for two bits. At "Adored", double either the range or duration. At "Exalted", double both.

Calming Overcast: A tense situation suddenly undergoes a dusky graying light, and the attitudes of everyone within 50 feet are affected as if the current hostility instead happened the day before, and everyone has had the time to cool off.

Night Torch: The Blessed can touch any item and cause it to glow with a bright, starry light. This light can be directed away from the holder, so as not to dazzle night vision. If no other Nalos abilities are used, this can be maintained as long as the item is held by the Blessed.

Fog Bank: The Blessed can generate a concealing fog to aid an innocent or threatened person to escape harm. If the target is instead genuinely guilty of some wrong, for which he was being pursued, the fog will instead leave trail behind him; as well as a revealing nimbus around him for a number of breaks equal to the Blessed's Etiquette skill. The target will have to run through the fog bank to activate this trail. During this time, placing this fog a second time will immediately dispel the current one.

Shooting Star: A Bow can be blessed to emit a ray of star light in a path that displays the trajectory of the arrow nocked upon it. This does not affect the shooter's ability to maintain this aim, and if the light moves from the target upon release of the arrow, the shot will still miss the mark. This effect can be called upon three times a trial.

Cooling/Warming Trend: The Blessed can impart an actual rise or drop in local temperature, to bring relief and encourage good moods. This can be up to a 15-degree effect in a single building; a 10-degree effect over a city block, or a 5-degree effect over a small village. At "Adored", raise the effect by an additional 5 degrees, and make the new 5-degree area be the size of a large town. At "Exalted", add another 5-degrees, and have the new 5-degree area be the size of an entire city. This effect will remain for an entire trial, but can not be generated again for another three.

Eyes of Dusk: The Blessed can impose the stark contrasts of lighting that are typical of dusk on one target. Shadows are much darker and lights much brighter by comparison than at any other time of trial. The effect this has is to render an adversary stricken by visual impairment, as if their eyes are never truly able to get used to the light. In game terms, appropriate skills are reduced by a tier equivalent when used. For instance, if a PC in a fist fight has 10 points into Master Level Unarmed Combat, this will reduce his skill to being Expert instead. This lasts for as many bits as the Blessed's Psychology skill.

Dry Ice Cloud: The cold of the void between the stars infuses this ground-level cloud with a near paralyzing cold. Joints grow stiff, hands grow numb on weapons, movements and communications are hindered by shivering, weapons and armor may become brittle. This has essentially the same game impact as "Eyes of Dusk", but is an Area-of-Effect power that covers 100 sq.ft. At Adored, it covers 200 sq.ft. At Exalted, it covers 300 sq.ft. The Blessed is unaffected by this cloud.

Adored

Bolstered Optimism: The character is granted an extra six skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology, or Teaching. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Starry Eyes: The Blessed can always see perfectly well in all darkness. What's more, he can detect Shadow-form Naerikks, and can see through the shadow-based blessings of Audrae, if his blessing level is superior to theirs. This does not, however, cure blindness.

Cloud Nine: The Blessed can put one adversary to sleep. The amount of divine force needed to complete this act depends on the level of Resistance or Discipline the target possesses, whichever is higher. The targets will be marked so their superiors will know that they were targeted by an Immortal power, to spare them serious repercussions.

Fulcrum of Fervor: The Blessed can select a single word to empower with the ability to spread optimism. When he cries it, those nearby may take up the cry, compounding the power and range of it's uplifting effect. The fervor generated by this collective outcry will last until dawn of the next trial. This can only be cast once per cycle. At "Exalted", it can be cast three times per cycle.

Starlight Key: Once a season, the Blessed can bring down starlight to form a key that will unlock any key-type lock. This hardened starlight will stay this way, for use on this same lock, for the remainder of the night in which it was formed. It is bright however, and could give away stealthy movements. In the alternative, this key can be left in the lock to ensure it remains unlocked, but is easily seen by any hostiles. Covering it will help greatly, but the presence of something covering the lock will be suspicious in and of itself. This key can not be used on combination locks, nor will it remove a simple bar from a door or unlatch mechanisms.

Shadow of Doubt: The Blessed brings clouds overhead to create a dusk-like atmosphere that strips the morale from enemies over a broad area. Those of only Novice Discipline or Resistance throw down their weapons and run or surrender. Competent level enemies back away, promising no aggression. Expert level enemies stand their ground, but do nothing unless attacked. Master or higher are unaffected, but will probably reconsider any aggressive act if many of their support troops are demoralized.

Cloudy Armor: The Blessed is covered in a cloudy blanket that cushions or misdirects melee strokes and ranged missiles so they afflict only light wounds. A very skilled fighter or marksman can accomplish higher levels of damage against this armor. In game terms, this armor reduces the attacker's pertinent skill by one tier, so that the Blessed's counter skill is more effective.

Guiding Stars: The Blessed is guided by the stars at night. When the stars begin to appear it is as if they speak to him, giving intangible hints as to where things are, the best way to go to reach them, and what hazards may lie in whichever path he takes. The glares of starlight seem to take on brief shapes that warn and direct. There must be either direct, or directly reflected, starlight present to receive this benefit. Night clouds lit with starlight will also bestow this benefit. Those that lack Xiur's mark will not perceive this effect.

Spread the Word: The Blessed can make additional individuals the central focus of "Flow of Morale", "Calming Overcast", "Cooling/Warming Trend", "Night Torch" or "Dry Ice Cloud" without it costing him his charge of its use. This second person must be willing, but can only be given one of these boons at a time. The Blessed can bestow several of the same boon, or one each of several if he chooses.

Exalted

Optimum Optimism: The character is granted an extra nine skill points which may be spent only on the following skills: Etiquette, Navigation, Psychology, or Teaching. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Unshakable Resolve: The Blessed is immune to any demoralizing effects; magic, chemical, divine or otherwise. What's more, he knows when such an effect has been attempted against him; as well as the source and specific ability used.

Empowered Sunset: With the arrival of dusk, the Blessed can infuse one thing with the energy of the encroaching stars. This can be used to permanently heal a person of serious wounds, reduce fatal wounds to serious, or grant a temporary boon of superhuman level to one physical or mental attribute. In the alternative, this can be used to permanently repair a broken item, or to bestow a temporary enhancement to it.

Daianya

Sentiment: The Favored has the unique ability of being able to pluck a shimmering, silvery hair from their head, regardless of whether or not they have actual hair. This hair may be tailored into anything that the Favored might make from Needlecraft. While the tailoring, as a whole, is being done, the Favored may focus on a memory or strong emotion, and weave it into the object. Once it is finished, the silvery hair will change color and appearance to fit the object made. Following that, anyone who makes contact with the object will either be able to see the memory as a vision or feel the emotions as strongly as the Favored imparted into the object. These things can be resisted easily if so desired by those who touch it.

Invigorate: The Favored has the ability to generate more Lifeforce than they need while dancing. Passively, this keeps the Favored young and vigorous, staving off the effects of aging. However, when used in the presence of decay, decrepit, or anything past the prime of its life (as this only applies to living things), this ability will turn back the biological clock, returning them to their peak, and never younger. This is strictly physical, and does not affect the mind, memories, etc. For simple things such as plants and small animals, this affect kicks in over the span of a few minutes. For more complex beings, such as older animals and people, it requires roughly one hour of dance per year of invigoration. This ability does not affect time, so it does not remove scars, injuries, etc.

Trusted Gaze: The Favored must lock eyes with a person and activate this ability. The Favored's own eyes will change to look like the eyes of someone that person trusts or believes in. This change includes eye color, shape, and other such details of the eyes. This is only visible to that person, and it can be done with multiple people in order to overlap the effect. This effect lasts for up to one hour. It cannot be used on the same people twice in one day.

The Beat of Your Own Drum: The Favored will find themselves able to improve in all aspects of their life simply by dancing. No matter what it is the Favored is doing, if they do it while dancing, they will find themselves better at it. This reflects itself in the Skills they use.

If the Favored's dancing skill is of higher tier than the target skill they are improving, that target skill may be utilized at one tier higher than it currently is. If the dancing skill is of equal or lower tier than the target skill, the Favored will find smaller improvements to the skill that makes what they are doing easier and more efficient.

Daianya Skills: The character is granted an extra three skill points which may be spent only on the following skills: Dancing, Needlecraft, Leadership, Caregiving, and Endurance. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

The Snitching Stitch: The Favored may pluck a golden, shimmering hair from the tip of a finger, regardless of whether or not they have actual hair. This hair may be tailored into anything that the Favored might make from Needlecraft. During the process of creating the item, the Favored may focus on their emotions or memories, though it is important to pick one, as failure to do so renders the ability moot. The created item must be given to a person in order to activate the next part of the ability. If the item was created with emphasis on emotions, and is held or worn by the person it was gifted to, the ability activates. If the person's emotions are being manipulated, either by mundane, magical, or divine means, it will alert the Favored that created the item. This alert is a different sensation for each Favored, but it will always indicate who the alert is coming from. It does not indicate what the source of the manipulation is nor the protected person's location. Creating the same item with an emphasis on memory, and is held or worn by the person it was gifted to, the ability activates. If the person's memory or intelligence are being manipulated, either by mundane, magical, or divine means, it will alert the Favored that created the item. This alert is a different sensation for each Favored, but it will always indicate who the alert is coming from. It does not indicate what the source of the manipulation is nor the protected person's location. The Favored cannot gift these items to themselves. They can maintain 3 of these gifts at Favored, 6 at Adored, 9 at Exalted, and 12 at Champion.

The Gift of Life: Once per season, the Favored can help two people establish a bond together. This bond requires completely willing consent on the part of both parties, and will not activate if there's any form of coercion or force in play. The Favored can only be the third party in this ritual, they cannot apply this to themselves. The ability requires the Favored to touch the skin of both people who wish to utilize it. Over the course of an hour, the Favored will cycle and mingle the Lifeforce from both people. While tiring and draining for the Favored, this is refreshing and invigorating for the other two people. Once it is completed, one of the two people will experience their stomach glowing briefly for a couple of days. That individual has become pregnant, with a child born of the two participants in this ritual. The individual that has become pregnant does not need to be female. If the individual is a male, the mark will temporarily alter their body to allow for the child to grow within them, changing back to normal after the child is born. The parents do not need to be of compatible genders or races to form a child through this method. However, if the races are not compatible under normal circumstances, the child will be born as completely one or the other of the two parents' races, not a mixed breed. The pregnancy will always take roughly 270 days, regardless of the races involved. The child is always born through the stomach if created through this ability. The stomach and womb will glow when it is time to give birth. It will split open, to allow the child to be pulled out. It will then reseal and heal, completely, over the course of two to three days, returning the parent's body back to how it was prior to being impregnated.

Inner Voice: Once activated, the Favored has the ability to make themselves heard clearly by any and all in a radius around the Favored, without having to yell or scream. If they do yell or scream, the radius doubles. This ability is active for up to one hour a day. The radius on this is roughly the size of a tavern at Favored, a village at Adored, a castle at Exalted, and a city at Champion.

A Dancer's Call: While dancing, the Favored can close their eyes. This lets them astral project themselves into the Grand Ballroom of Daia's Emean Domain. To onlookers, this changes nothing, nor will they notice anything beyond the closing of the eyes. The Grand Ballroom is filled with other dancing projections, and is always as large as it needs to be to accommodate.
All the projections are of people that are currently dancing, anywhere in Idalos. They don't know their projections are there, and the projections are simply dancing just as they are dancing. Should the person stop dancing, the projection leaves The Grand Ballroom.

The Favored is able to dance among these people, and can see them as they appear, albeit a bit transparent. Should the favored begin dancing with one of these people, the pair will begin sharing a sympathetic and telepathic connection. This can be severed by either party, at any time by stopping the dance.

During this connection, all thoughts and emotions are shared, but only that which is given. Thoughts and emotions not explicitly withheld will be shared. Nothing can be forced from either party. However, during this connection the Favored can establish the person as a Dancing Partner. If so established, anytime either of the Dancing Partners begin to dance, the other will know, often described as their legs yearning to boogie. This is a bond that lasts until the Favored wishes to break it. But in order to break it, there must be a dance off, with rules established by both dancers. Whoever wins gets to determine the fate of the bond. In the event that both dancers are marked by Daia, either can initiate a dance off.

Ezere

Snow Falls Silently: In the winter, one can almost hear the sound of quiet snow drifting and building around them. This ability takes that silence and applies it to a different sound. The user of this ability can silence all sound they make, evoking nothing louder than the gentle sifting of snow. (They can maintain this ability for half a break before needing to rest.)

Calm Before the Storm: The user of this ability can target one person who is able to hear them. The ability lives within the words that are said and this ability is especially powerful in the moments before a verbal argument comes to blows. The target will feel all anger, annoyance, fear, and violence seep away from them. It may not change their minds about their disagreement with the other party, but they will no longer feel compelled to escalate the argument. This ability is triggered with a few words or sentences to the targeted individual. Those especially learned in Meditation can resist, but cannot hold their anger for long. This ability is useless against those that are already in pitched combat.

Winter's Warmth: The blessed individual doesn't feel the cold as strongly and is able tolerate much colder temperatures than the average person, walking in snow without footwear, venturing outside during Cylus, or swimming in an icy lake without issue. The marked cannot be affected by an ice or cold-based effect.

Sojourn

Ready for Adventure: Sojourners are vibrant people flowing with life and tend to be thrill seekers and adventurers. Each is gifted with enormous appetites and the ability to subsist on substandard food. So long as it is edible, they can thrive upon it. Each one heals half again as fast as another member of their race and can often push the limits of the endurance that a member of their species might have.

Hunger's Bane: This ability can only be used once a trial but allows the Sojourner to prepare a hearty and filling meal for themselves and up to three companions, no matter how little there was to prepare in the first place. In order to work, the Sojourner must do their best to make the meal as appetizing and filling as they have the material to provide, it must be prepared with edible ingredients only, and the Sojourner must tell a tale while preparing the meal itself.

Skills of the Road: The character is granted an extra three skill points which may be spent only on the following skills:Discipline, Fieldcraft, Seafaring, Storytelling, Cooking, or Navigation. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Surrounding Area: The character is granted a map which always remains centered on them. It shows a basic, but accurate, map of the surrounding area (up to 3 miles) - even if the area in question is unseen or unknown to the Sojourner. The Sojourner can see the map on any flat (ish) surface. In order to be seen by others, the Sojourner may summon the map to any piece of paper which the character has with them.

Journeyman: Cassion’s chosen often have a much easier journey than those who do not bear his mark. Inclement weather, obstacles and other dangers tend to be much less disastrous to the marked and travel time is reduced by 25%of what would be the usual time for that journey by that means / mount. Note that this only works against natural obstacles etc.

Xypha

Telepathic Communication (Minor): As the Immortal of Communication, Yvithia is synonymous with spoken and written language. But those who truly wish to follow the Immortal find themselves with the ability to communicate with others with nothing more than their minds. With this ability, the Favored Xypha can send communications willingly with those within their range of vision, so long as the person's eyes can be seen. This ability can be used indefinitely as long as the two parties remain within visual range of each other. However, at this level, the Xypha cannot receive the thoughts back, only send his or her own.

Intuitive Linguist: With this ability, the Xypha can choose any one EASY language and rank up to Fluent for free. This language may be denoted with an [XY] in the list, and may exceed the language cap imposed by the character's Linguistics skill.

The Intellectuals' Skills I: The character is granted an extra three skill points which may be spent only on the following skills: Linguistics, Mathematics, Meditation, Research, Teaching.Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses.

Identify: By observing or hearing a gestured or verbal language, the Favored Xypha instinctively knows the name of the language and the region where it is most commonly used. Additionally, this allows the Xypha to know the place from which the speaker hails as well. Often used for determining intent, this ability does not allow the Xypha to understand the language, if they do not already know it.

Perfect Copy: Communication and Language are important domains to Yvithia, and with this ability the Favored Xypha can accurately copy any document he or she has ever read, whether they remember the exact details or not. This also transcends language barriers, so that they may write what the document said, even if they have no real knowledge of the language. They cannot understand what they've written, but instead regurgitate the information verbatim.


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Forged

Reforged: Forged are not named as they are for no reason. By accepting an Induk's deal their body is filled with their power and tempered by it, making it tougher than it was before. A Forged will find that their skin is like a leather armour and their bones like iron rods, making them more resistant to blunt physical damage.

Identify: As someone who has developed a close bond with a spirit themselves, the forged in partially connected to the spiritual realm. Not only can the forged see spirits of all kinds, but when they look upon a spirit they will recieve a fairly close, if not entirely accurate, impression of what that spirit's concept is.

Iceforged

Frozen Heart: Sometimes a guardian must make tough choices in order to do their duty. They must be able to put aside their own personal desires and act in the best interests of many. Ishallr understands this better than most, and with this ability allows his Iceforged to ease the burden of such a difficult decision. Frozen Heart is an ability that can be activated by the user at will, or triggered by Ishallr or the Iceforged's diri. With it the Iceforged's emotions are temporarily removed, allowing them to act with cool dispassion and focus in any situation, and make the most logical decisions without taking into account individual emotions.

Ice Spear: An old classic. The Iceforged can conjure a levitating spear of ice in their hand. This ice is suprisingly tough, and sharp enough to pierce through a grown man's body with ease provided it has enough momentum. The Iceforged can fire this spear in any direction to a speed of up to 6 meters per second. One ice spear can be created per trial for every five points they possess in the Order of the Forged.

Diri

Diri Name: Lumi
Appearance: Lumi takes the form of a small Kioo Tulki with soft, icy blue fur, large, pointed ears, a fluffed-out tail and a pair of antlers that look like icicles growing out of its head. It has beautiful, graceful, feathered wings on its back. Even though it does not need to do so, being a spirit, Lumi frequently flies when appearing. When it does so, tiny snowflakes seem to fall from its wings and gently float to the ground.
Personality: Lumi has adopted many traits of its animal form. It is clever, perceptive and incredibly curious about the world. If Doran is looking for something, it usually tries to help him find it, and it tends to make observations about their surroundings. It is a peaceful spirit that has very few aggressive tendencies. When Lumi is alone with Doran, it can be quite talkative as well as slightly whimsical and humorous. When Doran is in the company of other people, it is usually perched somewhere up high and watches the proceedings though. It is not really shy; it just prefers to quietly gather as much information as possible.

(Approval)
[/color]
Iceforged Ledger
ThreadPoints AwardedTotal Points
[Scalvoris Mountains] Life Forged, Death Forged 1616 (Principales)
[Faction] The Forged218 (Principales)
[Faction] The Forged220 (Primus Principales)
[Faction] The Forged222 (Primus Principales)
.........


Ralaith's Respect: With thanks for all he has done, Ralaith gifts Bao one of his abilities. He explains that Doran's investigation into history has been something which he, Ralaith, has noted and he grants Doran the ability to use psychometryFor the chosen of Ralaith, time is an open pool. While not gifted with the perspective to see all time forward and back as Ralaith can (as the weight of constant sight forwards and backwards would collapse almost any non Immortal mind) a marked can channel their sight through artifacts and mediums to gain insight that would have otherwise been obscured from a more casual observer. The first level of this ability allows a marked of Ralaith to take an item and read the impressions and memories cast upon it. Instances of great passion or importance will rise first, requiring more minor impressions to be gleaned after hours of concentration with the object. At this stage, looking into the past can only go a limited distance, the space of ten years. But almost any event in the object’s history can be seen or experienced within that time. Depending on the intensity of the emotion or event the knowledge is experienced in one of two ways, either in visions ‘whispers’ or immersion ‘shouts’. An axe used to carve up a family, wielded by a man magically compelled to destroy the things he loves would be so intense a moment that the marked would be drawn into the vision, feel the spray of blood on their face, feel the emotions roiling within them, and see the axe carve bone and flesh...whereas a rope used to tie up a criminal might only impart itself as a brief sensation of rough rope on skin and the vision of a man trussed up. Players are encouraged to take creative liberty with this ability. Knowledge is not always comfortable to gain. Easy questions like “Who does this belong to, what was it used for? What important event was it a part of” are the easiest to ask and tend to make the chosen of Ralaith the greatest investigators in Idalos. three times a season.

Misc.:

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word count: 5697

Mutations

N/A

Blessings

N/A

Worn Items

Ring of Reversal
Ring of Immunity
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Doran
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Joined: Sat Sep 03, 2016 3:43 am
Race: Mortal Born
Profession: Alchemist
Renown: 1192
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Wealth Tier: Tier 10

Re: Doran's Plotnotes




SkillPointsProficiencyKnowledges
Athletics26/250Competent19
Alchemy250/250Grandmaster221
Animal Husbandry26/250Competent13
Caregiving26/250Competent28
Combat: Blades (Two-handed)257/251 (grandfathered, 251+6)Grandmaster79
Combat: Unarmed76/250Expert44
Dancing26/250Competent27
Detection 250/250Grandmaster141
Discipline 250/250Grandmaster100
Dreamwalking67/250Competent22
Endurance 250/250Grandmaster63
Etiquette31/250Competent112
Fieldcraft26/250Competent12
Gardening 5/250Novice6
Intelligence86/250Expert49
Intimidation 26/250Competent22
Investigation256/250Tier 2111
Leadership76/250Expert51
Linguistics76/250Expert33
Mathematics 3/250Novice4
Medicine 151/250Master107
Meditation 250/250Grandmaster82
Navigation26/250Competent12
Needlecraft6/250Novice4
Politics76/250Expert52
Psychology26/250Competent65
Research250/250Tier 2(Approval)121
Resistance26/250Competent13
Science100/100 (FT)Grandmaster131
Seduction26/250Competent40
Socialization76/250Expert128
Stealth2/250Novice11
Storytelling26/250 (23+3)Competent20
Strength250/250Grandmaster67
Tactics76/250Expert60
Teaching85/250 (+9 Nalos)Expert100
Transmutation85/250Expert31
Writing30/250Competent35

Skill Points Ledger:

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